Applying Skin Shaders

Hey, just a quick question. So I have a few shader packs in conjunction with some materials and etc. I'm trying to figure out if there's an easy way to select all the skin on a character and apply a shader to everything. Currently I'm selecting each area individually with the shader tool and I'm worried this will result in a big area I missed accidentally.

Comments

  • KindredArtsKindredArts Posts: 1,239
    edited December 2016

    What figure generation are you using? If i remember correctly, genesis onwards has surface zones in the surfaces pallette like skin,lips,nails etc.

     

    Surfaces.jpg
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    Post edited by KindredArts on
  • JD_MortalJD_Mortal Posts: 760
    edited December 2016

    That is a tricky answer...

    Yes, and No...

    If the shaders are the same, you can select the "Group", EG, "Skin and nails", of a model, in the "Surfaces" window. Flip to the "Presets" tab, in that window, at the top, and find your shader, and just apply it by double-clicking. (Depending on the shader, it can/may also replace images or strip them out, using images in the shader.)

    If the materials are the OLD 3Delight, they may not change at all. Some IRAY ones won't change either, if using 3Delight materials. (Some just stack-up onto existing settings, making a big mess of the materials with conflicting settings.)

    Trial and error...

    When you have a stubborn material, it is essentially just "locked", and will never change without manual editing of the files.

    Sometimes you can also just select the model, and it will change all materials at once, where possible.

    Post edited by JD_Mortal on
  • dave321dave321 Posts: 23
    edited December 2016

    Honestly, this advice from both of you should work just great.

    @KindredArts Its for Genesis 3, specifically I'm trying to see what the Beautiful Skin Iray packages look like with EcVh0's Skin Shaders. The headers in EcVh0's pack (which is the one I'm using for the first time) are separated by the exact same ones as your screenshot. That tab should do it!

    @JD_Mortal I have noticed sometimes that I have to try multiple variations of the same file before I can get it to work, and sometimes none work at all, even when it's something that seems very simple. At least now I know why! Thanks for telling me how to navigate the interface as well. :)

    Post edited by dave321 on
  • KindredArtsKindredArts Posts: 1,239
    dave321 said:

    Honestly, this advice from both of you should work just great.

    @KindredArts Its for Genesis 3, specifically I'm trying to see what the Beautiful Skin Iray packages look like with EcVh0's Skin Shaders. The headers in EcVh0's pack (which is the one I'm using for the first time) are separated by the exact same ones as your screenshot. That tab should do it!

    @JD_Mortal I have noticed sometimes that I have to try multiple variations of the same file before I can get it to work, and sometimes none work at all, even when it's something that seems very simple. At least now I know why! Thanks for telling me how to navigate the interface as well. :)

    Yeah i don't think you'll have an issue with g3, i think mortals talking about porting really old poser stuff. EcVh0 was designed for the g3 series so that shouldnt be a problem, enjoy!

  • JD_MortalJD_Mortal Posts: 760
    edited December 2016

    Yeah i don't think you'll have an issue with g3, i think mortals talking about porting really old poser stuff. EcVh0 was designed for the g3 series so that shouldnt be a problem, enjoy!

    Yes, it was/is poser stuff and some older daz stuff too. (V4, G2 and some G3). (Iray Uber base, does well, but some items and shaders are super-buggy. Scripted stuff seems bound too.)

    Such a wide variety of shaders, and custom settings that just can't be converted, or removed, once bound to an item. (Unless you export and import the object, which strips the shaders.)

    Post edited by JD_Mortal on
  • KindredArtsKindredArts Posts: 1,239
    JD_Mortal said:

    Yeah i don't think you'll have an issue with g3, i think mortals talking about porting really old poser stuff. EcVh0 was designed for the g3 series so that shouldnt be a problem, enjoy!

    Yes, it was/is poser stuff and some older daz stuff too. (V4, G2 and some G3). (Iray Uber base, does well, but some items and shaders are super-buggy. Scripted stuff seems bound too.)

    Such a wide variety of shaders, and custom settings that just can't be converted, or removed, once bound to an item. (Unless you export and import the object, which strips the shaders.)

    I feel your pain brother. I picked up a motorhome from and old poser outlet, which was a great little model but the mat zones just wouldn't shift to iray at all. I had to export it, redo the mat zones externally, reimport it, re-rig it and finally re-surface. To say it cost around $30, i was not impressed.

  • ArtisanSArtisanS Posts: 209

    Re-rig I don't get. I retexture objects quite frequently (I use Allegorithmic Substance Painter (a good investment for any PA or DAZzian with a pasion for the "personalised DAZ feel") for that. Usually the UV maps of any content can be exported in the .obj and .mtl files. Only Genesis 3 itself needs some adaptations due to her UV maps (I could get into details but not now). If you then make a new material set you only have to take the old model in DAZ3D and apply the new textures and shaders (I use the Iray über shader) using the surface tab and create a new material. Even if you add objects (.obj files) to a prop, if you stay away from the original props UV mapping you should be good to go, you can just use the original material and a add a new one for the new object part of the prop. I find DAZ has done this verry well indeed.

    Greets, ArtisanS.

  • KindredArtsKindredArts Posts: 1,239
    ArtisanS said:

    Re-rig I don't get. I retexture objects quite frequently (I use Allegorithmic Substance Painter (a good investment for any PA or DAZzian with a pasion for the "personalised DAZ feel") for that. Usually the UV maps of any content can be exported in the .obj and .mtl files. Only Genesis 3 itself needs some adaptations due to her UV maps (I could get into details but not now). If you then make a new material set you only have to take the old model in DAZ3D and apply the new textures and shaders (I use the Iray über shader) using the surface tab and create a new material. Even if you add objects (.obj files) to a prop, if you stay away from the original props UV mapping you should be good to go, you can just use the original material and a add a new one for the new object part of the prop. I find DAZ has done this verry well indeed.

    Greets, ArtisanS.

    There's some great tips here, but i'd like to add 3dcoat to that list, their smart materials are such a time saver! I think there's some confusion here though, we were talking about really old legacy files that simply do no accept new shaders, no matter what you do. 99.9% of the stuff you find online will port shaders no problem, but there are a very small contingent that wont. In which case you need to export the model, and re-import it to unlock the shader que. In my case i also had to re-rig the item since the rig was lost on export. Being an old file, it needed a few touch ups here and there too. I don't think it's going to be a whirlwind problem, but it definitely exists.

  • ArtisanSArtisanS Posts: 209

    3dcoat is great as well, a college of mine uses it.......but it's way more expensive if you (like me) need a professional licence......an Indy licence of the whole suite (Designer and Painter) sets you back 20 greenbacks a month, and you get a ton of materials for free (30 downloads per month)....

    Hmzzzz, never seen the problem......but I do not archeo3D to much.....I must admit.

    Greets, ArtisanS

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